Character

Game

Tales of Maj'Eyal: Age of Ascendancy 1.6.7

Addons

Ashes of Urh'Rok 1.6.7

Official Expansion!

Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?

Start with a new class, the Doombringer! These avatars of demonic destruction charge into battle with massive two-handed weapons, cutting swaths of firey devastation through hordes of opponents. Armed with flame magic and demonic strength, they delight in fighting against overwhelming odds, softening up the crowd with waves of fire, then feeding on the flames and suffering of their surroundings to stay alive while quickly reducing any group to a pile of ash and gore.

Unlock a new class, the Demonologist, with an all-new item enhancement mechanic! Bearing a shield and the magic of the Spellblaze itself, these melee-fighting casters can grow demonic seeds from their fallen enemies. Imbue these seeds onto your items to gain a wide array of new talents and passive benefits, and summon the demons within them to fight on your side! Ever looked at a gigantic demon-cursed minotaur and wished it was on your side for once? Well, now you CAN summon one to pound your foes into paste while you cast devastating spells from afar, or call forth a squad of Fire Imps to pelt your enemies to death while they exhaust themselves on your impenetrable defenses! Demons have persistent health, making them a little more precious than disposable necromancer skeletons or summoner beasts, but can be revived from death nonetheless.

Two new zones, with all-new art, foes, and bosses! You've seen the plains of the Fearscape before, now see the lairs and headquarters of the demons themselves!

Over 10,000 words of written lore to find! The demons were once an enlightened, peaceful race, hailing from a distant planet known as Mal'Rok; learn what drove them to plot Eyal's eternal torture! Discover monuments to each of the demonic species and noteworthy individuals, showing the place of honor each has among them! Get a glimpse into the culture and daily lives of these sadistic invaders and their brainwashed thralls!

Unlock a new race, Doomelves: Shalore who've taken to the demonic alterations especially well, corrupting their typical abilities into a darker form. Blink away to safety, transform into a shadowy dúathedlen to hide in the shadows or prey on your foes with blasts of darkness, use your new resilience to soak up status effects and critical hits, and assault your enemies' minds to leave them unsteady in combat!

Between the aforementioned classes and Doomelves, a whopping 75 new talents!

20 new artifacts, with unique and interesting effects. Collect the Obsidian Treasures to amass more and more power! Slip your hands into the Will of Ul'Gruth and watch your sweeping blows smash down walls! Wear a giant hideous hell-mouth as a fashionable belt!

7 new achievements! Conquer the worst Urh'Rok's forces can throw at you, and hang their metaphorical skulls from your profile page!

Exponential Leveling 1.5.5

ExpoLevel is an addon that changes the amount of points (stats, class, ..) and parameters (defense, regen, speed, ..) you gain upon EACH level up.

THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS.

It works this way (there are two different modes inside):

- When activated, start a New Game.
- You will find under game options > gameplay, a new setting which can be set to two values: 1 (default) or 2.
- If you don't touch the setting or set it ot "1", upon every level up you will receive a decent amount of extra points and params.
- If you set it to two, reload the options menu (close and reopen or click on another tab) and you will find a second setting that can be set to 1, 2, 3 or 4.
- Depending on what you choose, you will gain even more (or less) points and params per level up, or just extra HP instead.
- Rulesets you can choose from are: (1) Only life / (2) High - much more points than original game / (3) Cheatmode - A real lot more / (4) Vanilla+ - Just a few more than the original game

You can change this setting any time at any place in the game, but beware that the new option will only take effect on future kills (its' not retroactive).

Update v3.0.0

Completely rewrote the code to nullify the performance impact. In general, instead of nullifying Tome default's level up values, this now "adds something" to the original.

Overhauled the values upon level up for each setting.

Removed the "lower than original tome" custom ruleset.

Added "only extra HP per level" custom ruleset.

Default mode has been rebalanced to be more challenging.

High ("very high" in v2) and Cheatmode ("godlike" in v2) have also been rebalanced.

Fixed a few typos, added a lot of comments if you want to use this addon as a base for yours.

Fixed a few bugs, like the negative values given at certain levels.

Arena now has it's own completely custom values for each mode and ruleset.

Infinite Dungeon now has it's own completely custom values (now also u) for each mode and ruleset.

Embers of Rage 1.6.7

Official Expansion!

One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes.

Features:

Explore a whole new campaign from level 1 to 50, one year after the events of the original Tales of Maj'Eyal campaign. Liberate the Orcs (or die trying) by rising up against the Sunwall, the Steam Giants of Atmos, and other dangers that may lie in wait...

Play as one of three new races: the battle-hardened Orcs, the brutal Yetis, and the unstoppable Whitehooves. Discover their stories, their pains, their hopes... and their awesome racial powers!

Risk your life in over 20 unique zones! Explore the ruins of a lost city, lay siege to the Sunwall forces at the Gates of Morning, and raid the Steam Giants' mining quarry - each has its own unique foes and hazards, leading each to feel and play different from the others.

Play as one of the four new tinker classes: Gunslingers, Sawbutchers, Psyshots and Annihilators! Plus a class evolution: Technomancers! Crush and rend your foes with heavy metal, electrocute and immolate them with your gadgets, charge across the battlefield or nimbly strafe in style - each plays differently, and none provide any shortage of ways to slay your foes.

Master steam technology to build powerful tinkers to augment your equipment. Need to close in a bit quicker? Turn your boots into rocket boots! Having a hard time deciding whether to shoot someone or stab them? Build a Hand Cannon into your gloves, or deploy a Weapon Automaton to do the stabbing for you! If you have a problem, steamtech has a solution, usually involving explosions; with over 80 different powerful contraptions to craft, enjoy unparalleled versatility and trying something different with every playthrough.

Master the tactical uses of over 140 talents! Fire bouncing trick-shots and psychic-infused shots, use your steamsaws as shields or wheels, terrify your foes with long mechanical arms - there are no "boring" talents here, everything has its own special applications and properties!

Use advanced technology in the world of Eyal! Burrow through sand, plant bombs to destroy tunnels, and discover that you aren't alone in using it...

Infusions and runes are for puny humans; implant new medical injectors to pump an array of experimental chemicals into your body! Injectors can use any (infinitely reusable) salve in your inventory as long as they're off their cooldown, giving you versatility you've wished you could get with a couple of inscriptions.

Loot over 70 new and powerful artifacts. Pump lead into foes with big guns, quick guns, and explosive guns! Shred them with saws that maim, saws that thirst for blood, and saws that aren't really saws! Violate common sense by strapping a rocket to your back and calling it a jetpack!

Enjoy dying in horrible and exotic ways at the hands (or claws, jaws, guns...) of over 140 new creatures! Not mere piles of stats and chain-stuns, these foes will provide unique challenges - suffer the Sunwall's newest cosmic spells, the new breeds of ritches that infest and multiply, the Steam Giants' elaborate defense systems, and find new strategies to adapt to each!

Earn a trunkload of achievements! Have your accomplishments recognized for liberating the Orcish people, displaying exceptional mercy or cruelty, or showing your prowess with impressive feats! Give a boss a fate worse than death, show Sunwall forces how frustrating it is to fight a Radiant Horror as a paladin, come out on top against impossible odds, display a suicidal lack of situational awareness, and wear a badge of pride or shame for each!

Read roughly 27,000 words of new lore to immerse yourself in the world! Learn how things have changed since the Scourge's campaign, feel hatred and/or pity for your foes, uncover grand schemes and sinister plots, and notice the elaborate connections between Var'Eyal's numerous factions. Every zone has a story behind it, and every story ties into a bigger picture; enjoy a tale of horror and humor, of intrigue and glory, of despair and hope.

Earn the right to use the classic (and Ashes of Urh'Rok) classes in Embers of Rage, and the new tinker classes in Maj'Eyal! Play a Brawler in the East to fulfill your life-long dream of suplexing an entire nation of giants, or play a Sawbutcher in Maj'Eyal to shred through Dreadfell in a whirlwind of sawblades and steam!

Effective talent level: 1.0Use mode: ActivatedRange: melee/personalCooldown: 17Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a spellDescription: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect.
You use the dissipated energy to create a shield lasting 3 turns and blocking 86 damage per debuff cleansed (not counting cross-tier ones).
If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown.
Its effects scale with your Dexterity stat.

Effective talent level: 1.0Use mode: ActivatedRange: melee/personalCooldown: 24Travel Speed: instantaneousUsage Speed: Spell (99% of a turn)Is: a spellDescription: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned.
Only one image can be created per enemy in radius 10 with the first being created near the closest enemy.
Images inherit all of your life, resistance, armor, defense, and armor hardiness.

Effective talent level: 1.3Use mode: ActivatedMana cost: 20Range: 10Cooldown: 8Travel Speed: instantaneousUsage Speed: Spell (99% of a turn)Is: a spellDescription: Invokes a forking beam of lightning doing 75.78 to 227.33 damage (151.56 average) and forking to another target.
It can hit up to 4 targets up to 10 grids apart, and will never hit the same one twice; nor will it hit the caster.
The damage will increase with your Spellpower.

Chain Lightning

1/5

Effective talent level: 2.6Use mode: SustainedSustain mana cost: 10Range: melee/personalCooldown: 10Travel Speed: instantaneousUsage Speed: Spell (99% of a turn)Is: a spellDescription: A gentle wind circles around the caster, increasing carrying capacity by 70, defense against projectiles by 18, pin immunity by 50% and stun immunity by 25%.
At level 4 it also makes you levitate slightly above the ground, allowing you to ignore some traps.
At level 5 it also grants 14% movement speed and removes 6 fatigue.

Feather Wind

2/5

Effective talent level: 1.3Use mode: SustainedSustain mana cost: 50Range: 6Cooldown: 15Travel Speed: instantaneousUsage Speed: Spell (99% of a turn)Is: a spellDescription: Conjures a furious, raging lightning storm with a radius of 6 that follows you as long as this spell is active.
Each turn, a random lightning bolt will hit up to 1 of your foes for 1.00 to 50.20 damage (25.10 average) in a radius of 1.
The damage will increase with your Spellpower.

Effective talent level: 6.5Use mode: PassiveCooldown: 10Is: a spellDescription: You concentrate on your inner self, increasing your Strength, Dexterity, Magic, and Cunning by 16.
Additionally, you gain a shield absorbing 261 damage before you take damage every 10 turns.
The stat increase and shield will improve with your Spellpower.

Inner Power

5/5

Technique / Magical combat

1.50

Effective talent level: 7.5Use mode: SustainedSustain stamina cost: 20Range: melee/personalCooldown: 5Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a spellDescription: Allows you to use melee weapons to focus your spells, granting a 72% chance per melee attack to cast an offensive spell as a free action on the target.
Delivering the spell this way will not trigger a spell cooldown.
You may select an allowed spell to trigger this way, or choose to have one randomly selected for each attack.
While dual wielding or using a shield the chance is halved.
The chance increases with your Cunning.

Effective talent level: 7.5Use mode: PassiveIs: a spellDescription: Raw magical damage channels through the caster's weapon, increasing raw Physical Power by 95% of your Magic (current bonus: 84).
Each time you crit with a melee blow, you will unleash a radius 2 ball of arcane damage, doing 108.99.
The bonus scales with your Spellpower and talent level.
If you are using a shield this will only occur 50% of the time.
If you are dual wielding this will only occur 50% of the time.
At level 5 the ball becomes radius 2.

Effective talent level: 1.0Use mode: ActivatedStamina cost: 20Range: melee/personalCooldown: 0Travel Speed: instantaneousUsage Speed: Weapon (99% of a turn)Description: Take a step toward your foes then use the momentum to cleave all creatures adjacent to you for 118% weapon damage.

Fearless Cleave

1/5

Effective talent level: 1.0Use mode: ActivatedStamina cost: 30Range: melee/personalCooldown: 10Travel Speed: instantaneousUsage Speed: Weapon (99% of a turn)Description: Spin around, extending your weapon in radius 2 and damaging all targets around you for 171% weapon damage.
At level 3 all damage done will also make the targets bleed for an additional 30% damage over 5 turns

Death Dance

1/5

Effective talent level: 0.0Use mode: ActivatedStamina cost: 25Range: melee/personalCooldown: 8Travel Speed: instantaneousUsage Speed: Weapon (99% of a turn)Description: Takes advantage of a wounded foe to perform a killing strike. This attack is an automatic critical hit that does 1.0% extra weapon damage for each % of life the target is below maximum.
(A victim with 30% remaining life (70% damaged) would take 170.0% weapon damage.)
If an enemy dies from this attack then two of your talent cooldowns are reduced by 2 turns and Execution's cooldown is reset.

Execution

0/5

Spell / Earth

1.30

Effective talent level: 0.0Use mode: ActivatedMana cost: 15Range: 10Cooldown: 3Travel Speed: instantaneousUsage Speed: Spell (99% of a turn)Is: a spellDescription: Fire a powerful beam of stone-shattering force, digging out any walls in its path up to 1 range.
The beam continues to a range of 10, affecting any creatures in its path, dealing 21.00 physical damage to them.
If any walls are dug, you gain 6% physical damage bonus for 6 turns.
The damage will increase with your Spellpower.

Pulverizing Auger

0/5

Effective talent level: 0.0Use mode: SustainedSustain mana cost: 15Range: melee/personalCooldown: 10Travel Speed: instantaneousUsage Speed: Spell (99% of a turn)Is: a spellDescription: The caster's skin grows as hard as stone, granting a 2 bonus to Armour.
Each time you are hit in melee, you have a 300% chance to reduce the cooldown of an Earth or Stone spell by 2 (this effect can only happen once per turn).
The bonus to Armour will increase with your Spellpower.

Effective talent level: 1.3Use mode: ActivatedMana cost: 12Range: 10Cooldown: 3Travel Speed: 2000% of baseUsage Speed: Spell (99% of a turn)Is: a spellDescription: Conjures up a bolt of fire, setting the target ablaze and doing 161.37 fire damage over 3 turns.
At level 5, it will create a beam of flames.
The damage will increase with your Spellpower.

Flame

1/5

Effective talent level: 0.0Use mode: ActivatedMana cost: 30Range: melee/personalCooldown: 18Travel Speed: instantaneousUsage Speed: Spell (99% of a turn)Is: a spellDescription: Conjures up a cone of flame with radius 1. Any targets caught in the area will suffer Burning Shock, stunning them and dealing 22.18 fire damage over 1 turns.
The damage will increase with your Spellpower.

Flameshock

0/5

Effective talent level: 0.0Use mode: ActivatedMana cost: 20Range: 7Cooldown: 8Travel Speed: 400% of baseUsage Speed: Spell (99% of a turn)Is: a spellDescription: Conjures up a bolt of fire that moves toward the target and explodes into a flash of fire, doing 31.23 fire damage in a radius of 0.
The damage will increase with your Spellpower.

Effective talent level: 1.3Use mode: ActivatedStamina cost: 12Range: melee/personalCooldown: 10Travel Speed: instantaneousUsage Speed: Weapon (99% of a turn)Description: You make a low blow against a sensitive point on the target, dealing 181% unarmed damage. If your attack hits, the target is left reeling and vulnerable, reducing their physical save by 7 and their stun, blind, confusion and pin immunities to 50% of normal for 4 turns.
This effect bypasses saves.

Dirty Fighting

1/5

Effective talent level: 0.0Use mode: PassiveDescription: Your quick wit gives you a big advantage against disabled targets, increasing your damage by 1% for each disabling effect the target is under, to a maximum of 2%.
For this purpose, disabling effects are stun, blind, daze, confuse, pin, disarm, cripple and silence.
In addition, for each disabling effect the target is under, your melee attacks have a 0% (to a maximum of 0%) chance to inflict a new effect on them (that they do not already have): either disarm, cripple (25% power) or pin for 2 turns.
The chance to further disable the target increases with your Accuracy.

Backstab

0/5

Effective talent level: 0.0Use mode: ActivatedStamina cost: 18Range: melee/personalCooldown: 12Travel Speed: instantaneousUsage Speed: Standard (100% of a turn)Description: Throw a cloud of blinding dust in a radius 0 cone. Enemies within will be blinded, as well as having their accuracy reduced by 3 and movement speed decreased by 11% for 1 turns.
The chance to inflict these effects increase with your Accuracy.

Blinding Powder

0/5

Effective talent level: 0.0Use mode: ActivatedStamina cost: 20Range: melee/personalFixed Cooldown: 15Travel Speed: instantaneousUsage Speed: Weapon (99% of a turn)Description: Make a painful strike dealing 100% weapon damage that increases the duration of up to 1 negative effect(s) on the target by 2 turns. For each negative effect extended this way, the duration of a beneficial effect is reduced by the same amount, possibly canceling it.

Twist the Knife

0/5

Technique / Combat techniques

1.00

Effective talent level: 1.0Use mode: ActivatedStamina cost: 22Range: 6Cooldown: 36Travel Speed: instantaneousUsage Speed: Weapon (99% of a turn)Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits.
You must rush from at least 2 tiles away.

Generic Talents

Cunning / Survival

1.00

Effective talent level: 0.0Use mode: PassiveDescription: You notice the small things others do not notice, allowing you to "see" creatures in a 2 radius even outside of light radius.
This is not telepathy, however, and it is still limited to line of sight.
Also, your attention to detail increases stealth detection and invisibility detection by 0, and you gain the ability to detect traps (+0 detect 'power').
The detection abilities improve with Cunning.

Heightened Senses

0/5

Effective talent level: 0.0Use mode: PassiveDescription: Your cunning manipulations allow you to use charms (wands, totems and torques) more efficiently, reducing their cooldowns and the power cost of all usable items by -1%.
In addition your knowledge of devices allows you to disarm known traps (0 disarm 'power', improves with Cunning).

Device Mastery

0/5

Effective talent level: 0.0Use mode: ActivatedRange: melee/personalCooldown: 20Travel Speed: instantaneousUsage Speed: Standard (100% of a turn)Description: Sense foes around you in a radius of 5 for 1 turns.
The radius will increase with your Cunning.

Track

0/5

Effective talent level: 0.0Use mode: PassiveDescription: You have an enhanced sense of self preservation, and your keen intuition allows you to sense dangers others miss.
Your ability to detect traps is enhanced (+0 detect 'power').
Attacks against you have a 0.0% reduced chance to be critical hits, and damage bonuses attackers gain against you for being unseen are reduced by 6%.
You also gain an additional chance (at your normal save -20, effective) to resist detrimental status effects that can be resisted.
The detection and additional save chance improve with Cunning.

Danger Sense

0/5

Spell / Aegis

1.00

Effective talent level: 1.0Use mode: ActivatedMana cost: 25Range: melee/personalCooldown: 16Travel Speed: instantaneousUsage Speed: Spell (99% of a turn)Is: a spell and usable during Aether AvatarDescription: Imbues your body with arcane forces, reconstructing it to a default state, healing for 275 life.
The life healed will increase with your Spellpower.

Arcane Reconstruction

1/5

Effective talent level: 1.0Use mode: SustainedSustain mana cost: 40Range: melee/personalCooldown: 14Travel Speed: instantaneousUsage Speed: Spell (99% of a turn)Is: a spell and usable during Aether AvatarDescription: Surround yourself with strengthening arcane forces.
Every damage shield, time shield, displacement shield, and disruption shield affecting you has its power increased by 38%.
At level 5, it also increases the duration of all shields by 1 turn.
The shield value will increase with your Spellpower.

Shielding

1/5

Effective talent level: 1.0Use mode: SustainedSustain mana cost: 50Range: melee/personalCooldown: 30Travel Speed: instantaneousUsage Speed: Spell (99% of a turn)Is: a spell and usable during Aether AvatarDescription: Surround yourself with protective arcane forces.
Each time you receive a direct heal (not a life regeneration effect), you automatically gain a damage shield equal to 47% of the heal value for 3 turns.
This will replace an existing damage shield if the new shield value and duration would be greater than or equal to the old.
The shield value will increase with your Spellpower.

Arcane Shield

1/5

Effective talent level: 1.0Use mode: ActivatedMana cost: 50Range: melee/personalCooldown: 25Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a spell and usable during Aether AvatarDescription: Release arcane energies into most magical shields currently protecting you.
It will affect at most 3 shield effects.
Damage Shield, Time Shield, Displacement Shield: Increase the damage absorption value by 62%.
Disruption Shield: Tap into the stored energies to restore the shield (at a rate of 2 energy per 1 shield power). Any leftover energy is converted back into mana at a rate of 2.80 energy per mana.
The charging will increase with your Spellpower.

Effective talent level: 0.0Use mode: PassiveDescription: You become better at using your armour to deflect blows and protect your vital areas. Increases Armour value by 0, Armour hardiness by 0%, and reduces the chance melee or ranged attacks critically hit you by 0% with your current body armour.
(This talent only provides bonuses for heavy mail or massive plate armour.)
At level 1, it allows you to wear heavy mail armour, gauntlets, helms, and heavy boots.
At level 2, it allows you to wear shields.
At level 3, it allows you to wear massive plate armour.

Heavy Armour Training

0/5

Effective talent level: 5.0Use mode: PassiveDescription: You learn to maintain your agility and manage your combat posture while wearing light armour. When wearing armour no heavier than leather in your main body slot, you gain 41 Defense, 34% Armour hardiness, and 18% reduced Fatigue.
In addition, when you step adjacent to a (visible) enemy, you use the juxtaposition to increase your total Defense by 20 for 2 turns.
The Defense bonus scales with your Dexterity.

Effective talent level: 0.0Use mode: PassiveDescription: Increases weapon damage by 0% and physical power by 30 when using swords, axes or maces.

Weapons Mastery

0/5

Effective talent level: 0.0Use mode: PassiveDescription: Increases weapon damage by 0% and physical power by 30 when using daggers.

Dagger Mastery

0/5

Spell / Conveyance

1.00

Effective talent level: 1.0Use mode: ActivatedMana cost: 30Range: melee/personalCooldown: 12Travel Speed: instantaneousUsage Speed: Spell (99% of a turn)Is: a spellDescription: Teleports you randomly within a small range of up to 11 grids.
At level 4, it allows you to specify which creature to teleport.
At level 5, it allows you to choose the target area (radius 6).
If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly.
The range will increase with your Spellpower.

Phase Door

1/5

Effective talent level: 1.0Use mode: ActivatedMana cost: 20Range: melee/personalCooldown: 30Travel Speed: instantaneousUsage Speed: Spell (99% of a turn)Is: a spellDescription: Teleports you randomly within a large range (170).
At level 4, it allows you to specify which creature to teleport.
At level 5, it allows you to choose the target area (radius 19).
If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly.
Random teleports have a minimum range of 15.
The range will increase with your Spellpower.

Teleport

1/5

Effective talent level: 3.0Use mode: ActivatedMana cost: 40Range: 8Cooldown: 35Travel Speed: instantaneousUsage Speed: Spell (99% of a turn)Is: a spellDescription: This intricate spell erects a space distortion around the caster that is linked to another distortion, placed around a target.
Any time the caster should take damage, there is a 55% chance that it will instead be warped by the shield and hit the designated target.
Once the maximum damage (348) is absorbed, the time runs out (19 turns), or the target dies, the shield will crumble.
The max damage the shield can absorb will increase with your Spellpower.

Displacement Shield

3/5

Effective talent level: 0.0Use mode: SustainedSustain mana cost: 200Range: melee/personalCooldown: 40Travel Speed: instantaneousUsage Speed: Spell (99% of a turn)Is: a spellDescription: When you hit a solid surface, this spell tears down the laws of probability to make you instantly appear on the other side.
Teleports up to 4 grids.
After a successful probability travel you are left unstable, unable to do it again for a number of turns equal to 450% of the number of tiles you blinked through.
The range will improve with your Spellpower.

Effective talent level: 2.2Use mode: PassiveDescription: Your undead bones are very resilient, reducing the duration of all detrimental effects on you by up to 23%.

Resilient Bones

2/5

Effective talent level: 5.5Use mode: ActivatedRange: melee/personalCooldown: 16Travel Speed: instantaneousUsage Speed: Standard (100% of a turn)Description: Reposition some of your bones, healing yourself for 581.
At level 5, you will gain the ability to completely re-assemble your body should it be destroyed (can only be used once).

Re-assemble

5/5

Prodigies

Effective talent level: 1.0Use mode: PassiveDescription: You have learned to harness your latent arcane powers, channeling them through your weapon.
This has the following effects:
Equipped weapons are treated as having an additional 50% Magic modifier;
Your raw Physical Power is increased by 100% of your raw Spellpower;
Your physical critical chance is increased by 25% of your bonus spell critical chance.

Arcane Might

1/1

Effects

beneficial effect

Increases defense by 20.

Mobile Defense

detrimental effect

Reduces global action speed by 70%.

Slow

Quests

You met a novice mage who was tasked to collect an arcane powered artifact.
He asked for your help, should you collect some that you do not need.* Collect an artifact arcane powered item.

An apprentice task

active

You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire.
As a reward you improved Magic by +5.

Escort: lone alchemist (level 2 of Trollmire)

done

You successfully escorted the lost defiler to the recall portal on level 2 of Norgos Lair.
As a reward you improved Magic by +5.

Escort: lost defiler (level 2 of Norgos Lair)

done

You successfully escorted the repented thief to the recall portal on level 2 of Daikara.
As a reward you gained talent category Cunning / Scoundrel (at mastery 1.00).

Escort: repented thief (level 2 of Daikara)

done

You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire.
It looks extremely dangerous, however - beware.
You have slain Bill. His treasure is yours for the taking.

Hidden treasure

done

It is time to explore some new places -- dark, forgotten and dangerous ones.
The Old Forest is just south-east of the town of Derth.
The Maze is west of Derth.
The Sandworm Lair is to the far west of Derth, near the sea.
The Daikara is on the eastern borders of the Thaloren forest.* You have explored the Old Forest and vanquished Shardskin.* You have explored the Maze and vanquished the Minotaur.* You have explored the Sandworm Lair and vanquished their Queen.* You have explored the Daikara and vanquished the huge fire dragon that dwelled there.

Into the darkness

done

As you approached Derth you saw a huge dark cloud over the small town.
When you entered you were greeted by an army of air elementals slaughtering the population.
* You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic.

Storming the city

active

You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell.
There are disturbing rumors of greater undead, and nobody who reached it ever returned.
Perhaps you should explore it and find the truth, and the treasures, for yourself!

The Island of Dread

active

You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena

The agent of the arena

done

You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people.
4 lumberjacks have died.

The beast within

done

You have been resurrected as an undead by some dark powers.
However, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world.
You have found a very special cloak that will help you walk among the living without trouble.

The rotting stench of the dead

done

You have found a slavers' compound and entered it.

You decided you cannot let slavers continue their dirty work and destroyed them!

Till the Blood Runs Clear

done

You heard a plea for help and decided to investigate...
Only to find yourself trapped inside an unknown tunnel complex.

Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn)
When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you.

The weight of the world seems a little lighter with this amulet around your neck.

Feathersteel Amulet

Inventory

Blood of Life
Infused by nature0.40 Encumbrance.

[Unique]
Type: potion / potion

It can be used to quaff the Blood of Life to grant an extra life.

This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..."

A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle.

survivor's brass lantern of clarity

Crystal Focus
Powered by arcane forces0.00 Encumbrance.

[Unique]
Type: gem / multi-hued ; tier 2

When wielded/worn:
Changes stats: +5 Mag
Changes damage: +20% arcane / +20% blight(The created item can be activated to recover the Focus.)Latent Damage Type: ArcaneIt can be used to combine with a weapon (makes a non enchanted weapon into an artifact)

This rod is made entirely of voratun, infused with raw magical energies that can bend space itself.
You have heard of such items before. They are very useful to adventurers, allowing faster travel.

Rod of Recall (1/1)

Transmogrification Chest
Powered by unknown forces2.00 Encumbrance.

[Plot Item]
Type: chest / sher'tul

When carried:It can be used to transmogrify all the items in your chest at once (also done automatically when you change level)

Activation costs 0 power out of 1000/1000.

This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy.
The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you.

When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level.
Simply go to your inventory to move them out of the chest if you wish to keep them.
Items in the chest will not encumber you.

The Right thing to do (Nightmare (Roguelike) difficulty)Did the righteous thing in the ring of blood and disposed of the Blood Master.
By Xorph the Skeleton Arcane Blade level 2370th Haze 122nd year of Ascendancy at 17:19see stats

The sky is falling! (Nightmare (Roguelike) difficulty)Saw a huge meteor falling from the sky.
By Xorph the Skeleton Arcane Blade level 2259th Haze 122nd year of Ascendancy at 08:46see stats